misterhlunaticwraith / mrhmilsimtools Goto Github PK
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License: Other
Files for the mod mrh milsim tools
License: Other
Is it possible to force it to spawn its vehicles at altitude, I have it hooked up to an invis helipad, however it always spawns it on the surface of the map instead of on the platform I want it to spawn on.
toDo add a cool down time for supports (suggested by JDWang)
CAS module is broken for now since arma's latest update, will be fixed in a future update
Hand scanner actions are not showing up in MP since arma latest update
May I have permission to include your parachute and halo work in my mission support mod.
https://steamcommunity.com/sharedfiles/filedetails/?id=1675214293
@MisterHLunaticwraith , thank you for your response here in GitHub to my original issue report and for your thoughtful messages in the Bohemia Interactive Forums. On behalf of the entire Praetorian Security Operations team, I thank you for your excellent work, for your open licensing (note: we conspicuously give credit to you and the MRHMilsimTools team basically everywhere possible), and for your laudable responsiveness as a developer.
Here is the (far) more specific issue report that I promised you -- i.e. the report that I should have submitted originally. I closed the last issue entirely, since I do not want anyone to stumble across it while reading about your mod and think that something is fundamentally broken. As a whole, MRHMilsimTools is stable. I hope that this new report will help us work together to solve the problem.
Arma 3 Version: 1.94 (stable)
CBA Version: 3.12.1 (stable)
ACE3 Version: 3.12.6 (stable)
Milsim Tools Version: 1.17.3 (stable)
Mods: A large additional mod pack with many factions (the number of factions seems to be what matters)
Specifically, we tested with all RHS, Project OPFOR, & BAF mods, plus a few custom unit-specific Alive-based factions.
Description: At game startup, as various.rpt logs from players who have had this problem show, MRHVehicleSpawner hangs while going through its faction checklist, causing a 1-3 minute delay (frozen menu before being able to play as normal) for a minority of players and a possible game crash for a small minority.
Steps to reproduce: Launch Arma 3 with MRHMilsimTools and a large number of mods that create a long list of custom factions.
Sample .rpt log (pastebin)
Note: This particular player has other Arma 3 stability-related errors (DX11, memory, etc.). Ignore those and focus on the "MRH spawner" checklist, which is near the end of the log.
Temporary workaround that helped with diagnosis: Remove the addon MRHVehicleSpawner entirely. No slow down on start. The rest of MRHMilsimTools works as intended. We found this workaround by trial and error. Players who experience the hang at start with the full MRHMilsimTools mod no longer experience any slow down whatsoever once MRHVehicleSpawner has been removed.
all the attributes added to object added in latest update to not work in MP, this is a known issue and will be fixed A.S.A.P.
**Arma 3 Version: Latest
**CBA Version: Latest
**ACE3 Version: Latest
**Milsim Tools Version: Latest
Mods:
- CBA_A3
- ACE3
-MRH Milsim Tools
Description:
Steps to reproduce:
Where did the issue occur?
Suggestion by alexGardien
Add a medevac module, so squad leader can call in a CASEVAC chopper using a 9 liners. Inspired from the RMM CASEVAC script from Arma 2 MSO. You had to fill the form and https://github.com/MisterHLunaticwraith/MRHMilsimTools/issues/newthen the helicopter would come after X time.
Note : Sorry if i'am not at the correct place to post suggestions I don't really know how to use this website haha !
Arma 3 Version: 1.92.145639
stable
CBA Version: 3.12.0
(stable / dev + commit hash)
ACE3 Version: latestx
(stable / rc / dev)
Milsim Tools Version: latest
(stable / rc / dev)
Mods:
-
ace
ACE Compat - RHS Armed Forces of the Russian Federation | Steam |
ACE Compat - RHS United States Armed Forces | Steam |
Achilles
ACRE2
Advanced Rappelling
Advanced Sling Loading
Advanced Towing
Advanced Urban Rappelling
Blastcore Edited (standalone version) | Steam |
CBA_A3
DynaSound 2
Enhanced Movement
Enhanced Soundscape
F-15 Eagle
FA-18 Super Hornet
FIR AWS(AirWeaponSystem)
Immerse
MRHMilSimTools
RHSAFRF
RHSUSAF
ShackTac
Suppress
Description:
using kp liberation, only using heli taxi module, heli comes in, lands, but doen not take off to set destination, if we eject, the cancel taxi works fine
Steps to reproduce:
Where did the issue occur?
RPT log file:
Arma 3 Version: 1.94
(stable / rc / dev)
CBA Version: 3.12.2
(stable / dev + commit hash)
ACE3 Version: 3.12.6
(stable / rc / dev)
Milsim Tools Version: 1.17.5
(stable / rc / dev)
Mods:
- CBA_A3
- ACE3
- MRH Milsim Tools
Description:
true
, and using getUnitTrait to return false, door opens.Steps to reproduce:
this setUnitTrait["testunit",true,true];
now in the bio metrics panel, run _player getUnitTrait "testunit";
on menu/eyescanner/handscanner while ensuring condition is true. Confirm this returns false by adding:if (_player getUnitTrait "testunit") then {
diag_log "Player apart of testunit: TRUE!"
} else {
diag_log "Player apart of testunit: FALSE!"
};
Where did the issue occur?
RPT log file:
18:27:54 [CBA] (events) WARNING: Usage of deprecated CBA_fnc_addLocalEventHandler backwards_comp.sqf:76
18:28:10 OPC DATA [2,"76561198079109911","Trap",false,2]
18:28:10 "1"
18:28:10 "MRHMilsimTools Init Player Variables- no role defined for unit: test2 "
18:28:10 "MRH_MilsimToolsCore Player Connected EH Fired"
18:28:10 Mission id: 96c3b051a63c5b0fd37b12e26ca3f39a297bdb15
18:28:10 "MRH_fnc_MilsimTools_Core_InitPlayerLocal: 23/9/2019 at 00:13:50:58 - Player initialized InitPlayerLocal starting -Locality: Hosted by: Trap ID:2"
18:28:10 "MRH_fnc_MilsimTools_Core_InitPlayerLocal: 23/9/2019 at 00:13:50:58 - Player initialized InitPlayerLocal Done -Locality: Hosted by: Trap ID:2"
18:28:10 "MRH_fnc_MilsimTools_Core_cbaEventHandlersPlayer: 23/9/2019 at 00:13:50:58 - Player CBA Even tHandlers Added -Locality: Hosted by: Trap ID:2"
18:28:10 "MRH_MilsimTools_UnknownFunction :23/9/2019 at 00:13:50:58 - EnhancedMap Xeh: Handlers added -Locality: Hosted by: Trap ID:2"
18:28:11 "MRH_MilsimTools_Core Func GenAliveAndDead Called"
18:28:11 "MRH_fnc_MilsimTools_MiscItems_bioScannerInit: 23/9/2019 at 00:13:51:52 - Bioscanner 170f9ef3580# 7: mrh_bioscanner.p3d lock engaged for building prae door 1 -Locality: Hosted by: Trap ID:2"
18:28:11 "MRH_MilsimTools_UnknownFunction :23/9/2019 at 00:13:51:54 - MRH BioScanner ace action added to 170f9ef3580# 7: mrh_bioscanner.p3d, action name MRH_Scanner_handScan, action [""MRH_Scanner_handScan"",""Scan hand"","""",{
_this spawn {
(_this select 2) params [""_scanner"",""_code"",""_part""];
_code = ""params ['_scanner','_player'];"" + _code;
if (_part == ""hand"") then
{
playSound3D [""MRHMiscItems\Sounds\scanSound.ogg"", _scanner];
_videohand = [_scanner,""\MRHMiscItems\Videos\handScanHandScreen.ogv"",1] spawn MRH_fnc_MilsimTools_Core_playVideoOnObject;
waitUntil {scriptDone _videohand};
playSound3D [""MRHMiscItems\Sounds\computerInterface.ogg"", _scanner];
_videoMain = [_scanner,""\MRHMiscItems\Videos\handScanMainScreen.ogv"",0] spawn MRH_fnc_MilsimTools_Core_playVideoOnObject;
waitUntil {scriptDone _videoMain};
[_scanner,player,_code,_part] call MRH_fnc_MilsimTools_MiscItems_processCode;
_scanner setVariable [""MRH_playerHasScannedHand"",true];
};
if (_part == ""main"") then
{
playSound3D [""MRHMisc
18:28:11 "MRH_MilsimTools_UnknownFunction :23/9/2019 at 00:13:51:54 - MRH BioScanner ace action added to 170f9ef3580# 7: mrh_bioscanner.p3d, action name MRH_Scanner_EyeScanner, action [""MRH_Scanner_EyeScanner"",""Scan eyes"","""",{
_this spawn {
(_this select 2) params [""_scanner"",""_code"",""_part""];
_code = ""params ['_scanner','_player'];"" + _code;
if (_part == ""hand"") then
{
playSound3D [""MRHMiscItems\Sounds\scanSound.ogg"", _scanner];
_videohand = [_scanner,""\MRHMiscItems\Videos\handScanHandScreen.ogv"",1] spawn MRH_fnc_MilsimTools_Core_playVideoOnObject;
waitUntil {scriptDone _videohand};
playSound3D [""MRHMiscItems\Sounds\computerInterface.ogg"", _scanner];
_videoMain = [_scanner,""\MRHMiscItems\Videos\handScanMainScreen.ogv"",0] spawn MRH_fnc_MilsimTools_Core_playVideoOnObject;
waitUntil {scriptDone _videoMain};
[_scanner,player,_code,_part] call MRH_fnc_MilsimTools_MiscItems_processCode;
_scanner setVariable [""MRH_playerHasScannedHand"",true];
};
if (_part == ""main"") then
{
playSound3D [""MRH
18:28:11 "MRH_MilsimTools_UnknownFunction :23/9/2019 at 00:13:51:54 - MRH BioScanner ace action added to 170f9ef3580# 7: mrh_bioscanner.p3d, action name MRH_Scanner_MainScreenAction, action [""MRH_Scanner_MainScreenAction"",""Touch screen"","""",{
_this spawn {
(_this select 2) params [""_scanner"",""_code"",""_part""];
_code = ""params ['_scanner','_player'];"" + _code;
if (_part == ""hand"") then
{
playSound3D [""MRHMiscItems\Sounds\scanSound.ogg"", _scanner];
_videohand = [_scanner,""\MRHMiscItems\Videos\handScanHandScreen.ogv"",1] spawn MRH_fnc_MilsimTools_Core_playVideoOnObject;
waitUntil {scriptDone _videohand};
playSound3D [""MRHMiscItems\Sounds\computerInterface.ogg"", _scanner];
_videoMain = [_scanner,""\MRHMiscItems\Videos\handScanMainScreen.ogv"",0] spawn MRH_fnc_MilsimTools_Core_playVideoOnObject;
waitUntil {scriptDone _videoMain};
[_scanner,player,_code,_part] call MRH_fnc_MilsimTools_MiscItems_processCode;
_scanner setVariable [""MRH_playerHasScannedHand"",true];
};
if (_part == ""main"") then
{
pla
18:28:15 ["TFAR_SendRadioRequest",["ItemRadio"],0.017,5.03]
18:28:15 "TFAR_RadioRequestEvent [[""ItemRadio""],test2] 1639.3"
18:28:15 "Send TFAR_RadioRequestResponseEvent [1] 1639.3"
18:28:15 ["TFAR_ReceiveRadioRequestResponse",[1]]
18:28:25 "FALSE!!!!!!!"
18:28:26 "FALSE!!!!!!!"
18:28:37 "FALSE!!!!!!!"
18:28:52 "FALSE!!!!!!!"
18:28:57 "FALSE!!!!!!!"
These lines are as a result of an IF statement in the init of the biometric scanner to detect if the unit has the trait:
18:28:25 "FALSE!!!!!!!"
18:28:26 "FALSE!!!!!!!"
18:28:37 "FALSE!!!!!!!"
18:28:52 "FALSE!!!!!!!"
18:28:57 "FALSE!!!!!!!"
Arma 3 Version: 1.94
(stable)
CBA Version: 3.12.1
(stable)
ACE3 Version: 3.12.6
(stable)
Milsim Tools Version: 1.17.2
(stable)
Mods:
- CBA_A3
- ACE3
-MRH Milsim Tools
Description:
Steps to reproduce:
.rpt
The issue does not cause a crash for me; it is only a minority of players for whom this issue causes a crash. The same error message appears in the latest update (1.17.2) as was present in the previous version (1.17.1).
Great toolset!
Using only HeliTaxi (which depends on MRHEnhandcedMap and MRHMarkers unfortunately,else it throws errors) for now on my KP Liberation Server, but will look into the rest as well.
Suggestions:
General
HeliTaxi
(can help with implementations if needed/wanted)
In case you want it here's the errors when using HeliTaxi without MRHMarkers and MRHEnhancedMap:
The HeliTaxi works basically, but when the "Select Destination" Map is opened following errors occur (Error Box): Error in expression < openMap [true,true]; [] spawn MRH_fnc_MilsimTools_EnhancedMap_temporar> 20:59:05 Error position: <MRH_fnc_MilsimTools_EnhancedMap_temporar> 20:59:05 Error Nicht definierte Variable in Ausdruck: mrh_fnc_milsimtools_enhancedmap_temporarymap 20:59:05 File \MRHHeliTaxi\Functions\fn_MilsimTools_HeliTaxi_HeliTaxiCall.sqf [MRH_fnc_MilsimTools_HeliTaxi_HeliTaxiCall], line 72
and then log is spammed with
No entry 'bin\config.bin/CfgMarkers.MRH_Heli'
No entry 'bin\config.bin/CfgMarkers.MRH_waypoint'
The taxi works, but you cannot see the route on the map which is really confusing when trying to set a route to the LZ, avoiding enemy sectors.
Known issue since contact update. Will release fix soon(ish)
Description:
How about using HEMTT as mod structure?
HALO mask texture is missing for some users, seems to be dependent on user graphic settings for texture resolution
Sorry another request rather than a error.....
I was wondering if you could change the code to give the player who commanded the heli to take off via a action or interaction.
I have found that i have to AI to disembark before touching down in order to get them out. If you try after it has landed and you have already been kicked out of the heli, they reply with negative and the heli takes off with them still in.
Another scenario would be that you call the heli, you have yourself and a AI squad plus one more player who is a sniper. You set a LZ of one location (waypoint) and the final LZ on a hill for the sniper. So you land and get out. Tell your Ai to get out and then interact with the heli to continue to next WP (or return to base). That way everyone would get dropped off where they wanted and the player has full control of the heli.
Been looking for a good helitaxi script for ages and so far this works really well apart from the landing part.
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